Method and apparatus for a board game

ABSTRACT

They physical game apparatus is comprised of: a game board; four dice; 2 sets of 5 player totems that include one Freemind, three energy totem pieces and 1 heart totem for each team; ten tokens; three pyramid tokens, 5 tradeoff coins and a stock certificate used for Internet connectivity. To start the game a first roll is made where players pick up pair of die and shoot for highest possible number; the player with the highest number chooses order of play and to play with tokens and a choice between three or five tokens.

FEDERALLY SPONSORED RESEARCH

Not Applicable

SEQUENCE LISTING OR PROGRAM

Not Applicable

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims priority from U.S. Patent Application Ser.62/455,307, entitled “Method and apparatus for a board game”, filed onFeb. 6, 2017. The benefit under 35 USC § 119(e) of the United Statesprovisional application is hereby claimed, and the aforementionedapplication is hereby incorporated herein by reference.

This application is related to U.S. Provisional Patent Application Ser.61/949,990, entitled “Method and apparatus for a board game”, filed onMar. 7, 2014.

TECHNICAL FIELD OF THE INVENTION

The present invention relates generally to a method and apparatus for aboard game. More specifically, the present invention relates to a methodand apparatus for a board game based on Fibonacci principles, sequences,patterns, asymmetry, gameplay, and application.

BACKGROUND OF THE INVENTION

Board games provide countless hours of thought-engaging, socialentertainment for their players. Typicalroll-the-die-and-move-your-piece board games are easy to learn and play,but may lack the depth to maintain interest for more than a few playsbecause they are based too much on random chance and thus do not offercomplexity, strategy, or educational opportunities. Typical strategygames provide greater depth but often feature war and combat themes,which do not have the potential to appeal to the entire family and/or toall segments of society.

Inexpensive home computing has led to a rise in the popularity of videogames. Many versions of board games may lack complexity, strategy andflexibility offered by modern video games, resulting in a preference bysubstantial numbers of game consumers for video games over board games.Furthermore, players of video games often find it easier to identifywith the icons or characters of the video game. This is particularlytrue for younger players, who may be drawn to the video game format.

Here is where this invention takes on interactivity on both a personallevel (face to face) and through its connection to the Internet(internet of things board game), and furthermore has the attributes ofboth an Alternate Reality Game (ARG) and an Augmented Reality AR game sothat players may learn the inherit values of strategy, decisions andtradeoffs with and engaged internet community. In addition this gameplatform serves as an innovation hub for “creatives” to express theirpreferred art mediums for game pieces in virtual and customizedmanufactured product versions.

The Fibonacci series is virtually the same ratio discovered by theAncient Greeks, termed the Golden Ratio, and is designated by the Greeksymbol Φ(Phi), a tribute to Phidias, the Greek sculptor who most notablyused the ratio in proportioning his work. Since that time, many artists,sculptors, architects, and composers have used the Golden Ratio as anaid in proportioning their work.

In the past the subject of the Fibonacci series and the related GoldenRatio has been treated mainly as an interesting curiosity. Publicawareness of the concept's importance, particularly regarding itsapplications in science and computer technology is very recent;consequently there has been little perceived need until now to developrelative teaching devices at the secondary level. Some examples ofteaching apparatus include: games, toys, and devices employing blocks orshapes pertaining to mathematics in general or the Fibonacci series

Thus, there exists a need for a strategy board game, which provides thesocial interaction as well as possessing a universal theme, andcharacters that are appealing to the players as well as theincorporation, use, and teaching of the Fibonacci series as the basis ofthe gameplay.

SUMMARY OF THE INVENTION

The present invention is a game referred to as the “Freemind Game” whereplayers may choose to play the game based on difficulty level. Theobject of the game is to score the highest numbers of points by acombination of: capturing player cards/sections, scoring with tokens,and managing tradeoffs (personal to the players). Items in game include:a game board, 2 Die (Fibonacci design), 10 players stands (5 for eachteam), 10 scoring tokens, and 3 pyramid tokens.

The Game board has 8 rows and 10 columns. The first and last horizontalrows on the opposite side of the board are called the player home rows.Each home row has a Freemind lane of eight spaces, with the Freemindstarting position, and 3 spaces for energy totem player setup positions.The home row includes capture and scoring token spaces within the playerspaces. The board has 2 safety zones consisting of 3 diagonal spaces foreach of the player teams (where totem player pieces are safe fromcapture). The board has three vortex spaces where four player spaces andfour token spaces converge into one large player space. Player piecesand scoring tokens may be moved to any space within the 4 smaller spacesinside the vortex but may only be captured in the exact space whereplayers or tokens stand.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are incorporated herein and form a partof the specification, illustrate the present invention and, togetherwith the description, further serve to explain the principles of theinvention and to enable a person skilled in the pertinent art to makeand use the invention.

FIG. 1 illustrates the board used to play the game of the presentinvention.

FIG. 2 illustrates a perspective view of the dice used to play the gameof the present invention.

FIG. 3 illustrates the images show on each side of the six-sided diceused to play the game of the present invention.

FIGS. 4a, 4b, 4c, and 4d illustrate the perspective views of theFreemind, heart, energy 1, energy 3 and energy 3 totem player piecesused to play the game of the present invention.

FIGS. 5a, 5b, and 5c are a side view of the Freemind totem piece used toplay the game of the present invention.

FIGS. 6a and 6b illustrate the perspective view of the scoring token andpyramid token used to play the game of the present invention.

FIG. 7 illustrate the top view of the blank card and the side view ofthe blank card with a 45 degree bend to denote the form used to play thegame of the present invention.

FIG. 8 illustrates the certificate used to play the game of the presentinvention.

DETAILED DESCRIPTION OF THE INVENTION

In the following detailed description of the invention of exemplaryembodiments of the invention, reference is made to the accompanyingdrawings (where like numbers represent like elements), which form a parthereof, and in which is shown by way of illustration specific exemplaryembodiments in which the invention may be practiced. These embodimentsare described in sufficient detail to enable those skilled in the art topractice the invention, but other embodiments may be utilized andlogical, mechanical, electrical, and other changes may be made withoutdeparting from the scope of the present invention.

In order to illustrate and credit innovation, a “maker version” for gamepiece stands have been modified so that the online game platform andInternet of things (IOT) approach can allow players and “creatives” aunique way to customize real and virtual game pieces. The followingdetailed description is, therefore, not to be taken in a limiting sense,and the scope of the present invention is defined only by the appendedclaims.

In the following description, numerous specific details are set forth toprovide a thorough understanding of the invention. However, it isunderstood that the invention may be practiced without these specificdetails. In other instances, well-known structures and techniques knownto one of ordinary skill in the art have not been shown in detail inorder not to obscure the invention. Referring to the figures, it ispossible to see the various major elements constituting the apparatus ofthe present invention.

The object of the game is to score the highest numbers of points by acombination of: capturing player pieces, scoring with tokens, andmanaging tradeoffs (personal to the players).

The physical game apparatus is comprised of: a game board; two dice; 2sets of 5 totem player pieces; each set containing one Freemind, threeenergy totems and one heart totem (10 pieces), 10 scoring tokens, threepyramid tokens and (n) cards that fit inside of the 10 totem playerpieces;

The game board design, as shown in FIG. 1, has 8 rows and 10 columns.The first and last horizontal rows on the opposite side of the board arecalled the player home rows. Each home row has a freemind lane of eightspaces, with the freemind starting position, and 3 spaces for the energytotem player setup positions. The home row includes smaller token spacesfor capturing or scoring with tokens within/inside the player spaces.The board has 2 safety zones consisting of 3 diagonal spaces for each ofthe player teams (where player pieces are safe from capture). The gameboard has three vortex spaces where four player spaces and four tokenspaces within the player spaces converge into one large player space.Player pieces and scoring tokens may be moved to any space within the 4smaller spaces inside the vortex but may only be captured by andopponent in the exact space (one of four) where totem player pieces ortokens stand. Pyramid tokens always enter the game in the vortex spaces.

In each of the player home rows there are 10 smaller token spaces, 5,which are clear, and 5, which are colored. The colored token spaceswithin the player spaces on any home row are for opponent scoring; namedthe scoring token spaces (STS), and the clear token spaces are forcapturing and keeping opponent tokens; named capture token spaces (CTS).Tokens score points are 3, 5, or 8.

The Freemind Space is considered the center of the board for each of theplayer's home row; whereby including the Freemind space there are 5spaces to the right, and excluding the Freemind space, there are 5spaces to the left of the home row on the game board. Both sides for theFreemind space are designed with the number 5, a Fibonacci number.

The first 2 scoring token spaces (STS) are +1 from the Freemind space(FMS) for both the left and the right side of the home row (2STS/1FMS)for a total of 3 spaces including the Freemind space (3/2STS). The nextscoring token space (STS) is +2 from the Freemind space on the left sideof the home row, or 3 spaces including the Freemind space. The spaceuses 3 a Fibonacci number

The last 2 scoring token spaces (STS) are +4 spaces from the Freemindspace on both the left and right side of freemind space and add up to 5total spaces with the inclusion of the Freemind space. Both tokenscoring spaces use 5, a Fibonacci number.

Therefore by adding 1 scoring token space (STS) to the left, results in2 scoring spaces out of 3 total spaces, and two scoring spaces to 1capture space; (3/2), (2/1).

To create a balanced asymmetry in the home row; to the right of thefreemind space you have 2 scoring token spaces (STS), and 3 capturetoken spaces (CTS) (3/2) that include the Freemind space for 5 tokenspaces divided by capture token spaces (CTS) (5/3), whereby 2 of thecapture token spaces (CTS) are purposely placed next to each other onthe right side of the home row to create the balanced asymmetry with the2 scoring token spaces (STS) placed next to each other on the left sideof the home row; thus both scoring and capturing pair of token spacesare separated by 1 token space of the opposite function.

Thus, on the right side of the home row there are 2 scoring token spaces(STS) and on the left side of the home row we have 3 scoring tokenspaces for a total of 5 scoring token spaces on the player's home row(3/2, 5/3) with two scoring token spaces that are next to each other onthe left side of the home row that are separated by 1 capture tokenspace (CTS) (2/1) and 2 capture token spaces (CTS) that are next to eachother on the right side of the home row that are separated by 1 scoringtoken space (STS) (2/1); the total number of scoring token spaces (STS)is 5 and the total number of capturing token spaces (CTS) is 5 wherebyboth were designed to be divided by 8 spaces on the freemind lane in thehome row to represent and embody the Fibonacci sequence as it approachesthe golden ratio by the division of numbers 2/1, 3/2, 5/3, 8/5 to Phi(1.61803 . . . ).

The player spaces are laid out on the board from left to right. Thecolumns begin on the left to the right side of the board with the energy1 totem player piece in Column 1, Row 1 and where the heart totem playerpiece has an optional starting position on the heart line in Column 1;Row 5. From the left to right side of the board the energy 2 totem is inColumn #3. From left to right side of the board, Column #5 will alwaysrepresent the opponent Freemind space and the optional starting positionfor the heart totem at another end of the heart line at Column #5, row#2. From the left to right side of the board, the energy 3 totem is inColumn #8. Counting in reverse from the first space on the right side ofthe board to the left side of the board, the energy 3 totem is in Column#3. Counting in reverse from the first space on the right side of theboard to the left side of the board,

The Freemind space is in Column #5. The Freemind lane is 8 spaces longstarting from the left to the right side of the board with Column #2through Column #9 and is the exact opposite (reverse) of opponent's homerow that begins on Column #9 through Column #2. The total amount ofplayer and token spaces is 80 on the board; however 12 spaces are usedto create vortex spaces, and therefore 68 player and token spaces aredivided into 2 sides of 34; 34 is a Fibonacci number. The home row takesup 10 spaces, the heart line takes up 8 spaces, and the safety zonestake up 3 spaces for a total of 21 spaces, 21 is a Fibonacci number.

Open player and token spaces make up 13 spaces on the board, 13 is aFibonacci number. When you divide the 34 player and token spaces on theboard by the 21 player action spaces (34/21) and the 21 player actionspaces by the 13 open spaces (21/13) and the 13 open spaces by theFreemind lane spaces in the home row (13/8) there is continuity of theFibonacci sequence by division in a sequence of 34/21, 21/13, 13/8 . . .to 1.61803 . . . on all the spaces of the game board. The connection,sequence and continuity of the game sequence from the division of allthe game elements creates a mathematical mean of 1.621 a difference ofapproximately 0.003 from the golden ratio (1.60803 . . . )

Furthermore, when the game board if divided by a horizontal axis in themiddle of the board it is exactly two 90-degree rotations to create amirror image of each of the player's sides. If we divide the board inthe middle on a vertical axis on either left of right sides it willrequire 3 90-degree rotations to recreate and transpose the same imageon each side left or right, and lastly the vortex spaces require 5rotations of 90-degrees each right to left and left to right side of theboard to recreate and transpose the same image on the opposite sidesthereby commencing the Fibonacci sequence in regards to horizontal,vertical and diagonal rotation of spaces of sections of the board (5/3,3/2, 2/1)

The Dice are designed by the adding the sequence of Fibonacci numbers,with the following face values in addition: 1+1=2; 2+1=3; 3+2=5 and Phiφwhich is any number on the die, 1, 2, 3, or 5

The Fibonacci principles, sequences, patterns, asymmetry, gameplay andapplication in every single aspect of this game were utilized to createa game that may be considered “the most balanced game in nature” basedon the law of “numbers in nature” and the golden ratio that is found inmostly all patterns in the known universe.

Therefore it has an absolute zero advantage (statistical or other) basedon the game board design to any of the two players regardless of takingthe game out to an infinite number of moves.

Lastly, the game is meant to illustrate the depths of asymmetry andpatterns in game play, based on Fibonacci mathematical sequenceinterplay.

The trade-offs chosen and decided by the players in an alternativeembodiment of the game might result in “relative and debatable”advantages and disadvantages, and the instance or inference of tradeoffbased “wagers”. In this instance all games may encompass a “design byplayer paradigm” that is infinite in thought, and thus making this game“balanced by the agreements” of the players.

Each Die, as show in FIGS. 2-3, has six faces with the followingnumerical values, one, one, two, three, five, and the symbol Phi (1, 1,2, 3, 5, Φ); Phi Φ can convert to any number, 1, 2, 3, or 5) on the die.Each die is for the movement of player totem pieces on the board or forthe movement of tokens when the token space is within the player space.

The design of the game pieces includes Fibonacci sequence designelements. Each of the 5 totem player pieces is divided by 3 spaces thatserve as slots/opening for cards (or other sectional designs; where 3spaces are divided on any totem player piece); therefore each playerteam has 15 spaces. The five totem player pieces are the Freemind,Heart, Energy 1, Energy 2 and Energy 3 totem player pieces. In additionto the 2 sets of 5 player totem pieces, there are 10 tokens and 3pyramid tokens that are part of the game, and may be introduced at thebeginning of the game, or throughout the game based on instructions onthe player cards.

The design of the dice pieces follow the Fibonacci sequence in order tocapture a different dimension of the Fibonacci sequence in game play.The faces are designed by adding one Fibonacci number to the firstnumber (face) to produce the next number in the sequence. The first faceof the dice is 1 and second face of the die is 1, when you add both thefirst and second faces of the die you get the number 2 on the third faceof the die; and when you add the second face of the die to the thirdface of the die you get the sum of the number 3 on the 4^(th) face onthe die, and when you add the fourth face on the die to the third faceon the die it adds up to five, the fifth face on the die. The sixth faceon the die is the symbol Phi Φ a “wild” option that can convert to “anyother face on the die” (1, 1, 2, 3, 5) only. By choosing to play theFreemind game with a two-dimension representation (game board) and athree-dimension representation (Fibonacci dice) ⅔ the Fibonacci sequenceis converted into a Fibonacci system of play on the game boardapparatus.

To start the game, the players roll the dice to shoot for the highestpossible number. The player with the highest number on their dice willthen choose to move first or second. THE GAME SET UP involves bothplayers taking 1 set of 17 cards from the 3 available cards deck in thegame and insert 15 cards of 17 cards in their own player totems. Thecard decks reference different skill and complexity levels for the boardgame.

All the cards in the game have instructions that change scores, playerpositions, game board spaces and outcomes of the game in play. Eachplayer must decide how to position the cards in their player totemsbefore the start of the game. Once all cards are placed in playertotems, the game setup begins by each player placing 4 of their playertotems on the corresponding sections in the player's home row. The fourplayer totems on the home row are energy 1, energy 2, Freemind, andenergy 3. The fifth player totem called the heart piece is placed ateither end of the heart line on the game board.

The variations of the Freemind game extend to the preference of theplayer for varying levels of difficulty; game variations include but arenot limited to a game of capture, (cards only) a game of capture andtradeoffs, (capture with personal tradeoff agreements) and a game ofcapture trade and score (capturing cards, tradeoff agreements andscoring with tokens).

The game board sections and game play are governed by the fundamentalrule of the freemind game whereby only 1 totem player piece or 1 tokenmay occupy one space at one moment in time on the game board; describedanother way 2 different totem player pieces or tokens may never occupythe same spaces, including the vortex spaces in which four spaces thatcombine to make one larger player space.

The home rows are row 1 and row 8 on the game board. In the home row wehave 4 starting positions-from left to right; Energy totem 1, Energytotem 2, Freemind, and Energy totem 3. There are also 5 capture tokenspaces (CTS), and 5 Scoring token spaces (STS).

The PLAYER Safety Zones are 3 spaces that are connected diagonally, onthe right side and left side of the board, beginning at the space thatis three spaces across (diagonally) from the top right corner of theFreemind spaces. The spaces are marked and denoted with the samemarkings as the player spaces that have scoring token spaces (STS)within/inside. A key rule of the player safety zone is that opponents mypass through each other's safety zones but may not stay in any of thethree spaces.

The Vortex spaces are three sections placed diagonally on the game boardwhere 4 player spaces and token spaces inside/within the player spacesconvert into one larger space. In the vortex spaces each of the playerspaces and token spaces may be utilized in different ways. The playersmay completely reposition their moving direction from vertical tohorizontal or vice versa, horizontal to diagonal or vice versa or anycombination thereof. They may use any combination of the smaller spaceswithin the vortex as a 1 move, or may count each of the 4 spaces withinthe vortex as 1+1 or two space moves, 1+1+1=3 spaces to favor capturingopponent player pieces or moving tokens in an accelerated or slower pacebased on dice roll. A key rule of the vortex spaces is that players maynot re-enter the vortex on the same roll, or combine two movementsinside the vortex on the same roll.

In gameplay the dice roll has specific rules for totem player pieces andscoring tokens. The dice roll is made simultaneously, and each dierepresents 1 move for a different totem player piece or 1 move for aseparate token. When a player rolls the dice, one dice is for 1 totemplayer piece, and the other die for a different totem player piece; theroll of two die may also be used for 1 player piece, and one token, if atotem player piece and token space both occupy the same player square.The totem player pieces and the token pieces may move in one directiononly, per the dice rules to advance or retreat in one of threedirections; Vertically, Horizontally, or Diagonally.

In gameplay if a player rolls doubles, or chooses doubles by convertingthe Phi face of the die (wild) to 1, 2, 3, 5, to match the other face onthe die in play; then the player may utilize the sum of both equalnumbers on both dice and have the ability to move their Freemind totemplayer piece (2, 4, 6, or 10) spaces. In a doubles instance The Freemindplayer piece may capture 1 opponent cards/sections from several opponenttotem player pieces by changing the movement and directional path of theFreemind player totem to match the location(s) where opponent totemplayer pieces are holding space; thus allowing the player to create aunique and irregular path based on a dice roll required to captureopponent player sections/cards.

On a doubles roll the Freemind totem may move the number of spaces onthe both die in any combination; and skip over any other totem playerpieces in play. A key rule that covers a doubles roll is that only 1card/section can be captured from any of the opponent player totems onthe same doubles roll. The Freemind piece cannot capture 2 sections ofthe opponent totem player piece on the same ‘doubles” roll.

During gameplay of the game pieces are subject to different rules formovement. Each of the player pieces consists of three sections and eachsection upon capture is worth one point, unless the card instructseither player or opponent to gain or lose points. In order to capture anopponent's card in a totem player piece section, a player must roll the“EXACT” number on one of the die, or use the PHI φ(wild) face of the dieto match the exact position where the opponent totem player piece isplaced on a player square; because 2 totem player pieces are not allowedto occupy the same space, the capturing totem player piece must be moved1 space to any available player space surrounding the captured totemplayer piece; without entering into an opponent's safety zone.

The Freemind totem piece as shown in FIG. 4a is the only piece that cancapture 1 card from multiple opponent game pieces on a double roll. TheFreemind cannot be captured in its own “Freemind-Lane” or the playerteam's safety zone.

The Freemind totem piece may move at any time, with number one die inone direction to advance or retreat either vertically, horizontally, ordiagonally, and can move tokens in any direction from any token spacethat does not skip other tokens on the path of movement within/insidethe player spaces. The Freemind may move the total number of spaces onboth die if the player rolls doubles, or chooses the same number in thedie face with PHIφ(wild) for the second die—And can move the Freemindpiece in any combination of moves in an abnormal path to captureopponent/player cards/sections.

The Freemind may also move one token (team or opponents) the amount ofspaces shown on any number on one die in one direction—horizontally,vertically, or diagonally. If the player rolls a double Phiφ (on bothdie faces), the player may choose a double roll of (2, 4, 6, 10) or samenumber (1, 2, 3, 10) for both die. the Freemind piece; may go intoplayer spaces where no other player totem player pieces are present andmove tokens inside the player space equal to any number between 1-10.The Freemind may skip over other players (team or opponents) or and passthrough the Safety zone of the opposing player, but may not remain inthe safety zone. The Freemind is eliminated when an opponent capturesall three cards/sections of the Freemind Totem player piece.

The heart totem player piece, as shown in FIG. 4b , is at risk ofcapture in all player spaces except in the player team safety zone. Theheart totem player piece may move at any time, with number one die inone direction to advance or retreat either vertically, horizontally, ordiagonally, and can move tokens in any direction from any token space ifit's within the same player block of play The heart piece cannot skipother players (team or opponents) and may pass through the safety zoneof opposing player but cannot remain there. The heart totem player pieceelimination depends on the total elimination of all three energy totemplayer passer pieces; and therefore only two cards/sections can becaptured, until all three energy totem player pieces are eliminated;once 2 cards/sections of the heart totem player piece are captured;movement for the heart totem player piece is confined to the heart lineuntil all energy totem pieces 1-3 are eliminated from the game.

Energy Totem Player Pieces, as shown in FIGS. 4c-4e , are only allowedto capture one opponent's piece from an opponent on one turn. Energytotems pieces are at risk of capture in all player spaces except in ateam's safety zone. Energy totem pieces may move at any time, with thenumber on the face of one die in one direction to advance or retreateither vertically, horizontally, or diagonally, and can move tokens inany direction from any token space if the token is within the sameplayer block in play. The Energy Totem Player Pieces(s) cannot skipother players (team or opponents) and may pass through safety zone ofopposing player if no opposing players are present. The Energy TotemPlayer Pieces are eliminated if all three (top, middle and bottom)cards/sections are captured. During gameplay if a player is going tocapture an opponent card or section in corners.

All of the 5 totem player pieces on either team may capture opponents inthe corner spaces on the game board; if there are 0 (none) player spacesavailable where the capturing player may be placed; either verticallyhorizontally or diagonally; then the capturing player piece moves to thefurthest vortex space on the board from its current location.

Games may be played with or without tradeoffs. If both Players decide toplay with tradeoffs, then it must be decided at the beginning of thegame during game setup. The tradeoffs must be noted on cards or othernote taking apparatus; Tradeoffs may include, but are not limited to:tangible items (any item that has monetary/perceived/intrinsic value);tasks/challenges (clean house, cook food); truth/dare (1 player choosestruth, the other player chooses dare); and wishes (something that iswished).

When deciding to play for tradeoffs, in a regular game both Playersdecide on the amount of tradeoffs. Once the amount of tradeoffs isdecided; players must note the tradeoffs and be willing to wager/loseitem of value in tradeoff with no recourse on any given move during gameplay. The tradeoffs are then placed or noted in any of the 15slots/sections across any of the 5 totem player pieces; and as such onany given slot of section 1 trade is at risk of being captured on anydice roll. When a card or section from a totem player piece is captured,the item traded is immediately awarded to the player who captures thecard or section.

The game contains 10 scoring tokens; the purpose of the scoring tokensis to increase and maximize points for the player team based on theplayer's strategic moves to score and avoid being captured by theopponent. In order to score, a player must place his scoring token inthe opposing players (colored), scoring token spaces when no otherscoring tokens are present in the same token space.

The board has two sides, each side is home to 5 scoring token spaces(STS), and five capture token space (CTS). The scoring token spaces arefor opponents to score with their tokens, which match the color of theirteam, and the capture blocks are there to keep captured opponent tokens.A player may choose to take captured opponent tokens off their side ofthe board, on the following turn before the roll of their dice. Scoringtokens score points are 3, 5 and 8. A score of 5 is given to a player ifanother token from the same team already occupies the furthest scoringtoken space. A score of eight is given to the player if a pyramid tokenis inside the opponent's furthest scoring token space on the home row.

A player piece may capture both pieces and tokens. Any player can moveany of his totem player pieces into any open space on the board with theother players token in the token space and move the token in onedirection to advance or retreat either vertically, horizontally, ordiagonally. Opponent tokens may pass through player safety zone tokenspaces, but may not remain in safety zone token spaces. Opponent tokensare captured in blank token spaces of the capturing players home row.All scoring tokens are valued at three (3) points upon capture.

The game has three special tokens called pyramids. Each of the pyramidtokens may be placed in the vortex spaces at the beginning of the game.Any player can move the pyramids as long as the player is in one of thefour squares that combine to make up a larger vortex space. “Pyramidsare worth eight points upon scoring in any of the opponent's scoringtoken spaces. If one of the players has placed/scored with a token pieceon the furthermost scoring token space on the right of the opponent'shome row, then the player will score thirteen points with the pyramidtoken on any other scoring token space (STS). If a player scores with apyramid in the scoring token space furthest to the right of theopponent's home row the scoring point value of any of the pyramids is 21points on any scoring token space (STS) on the home row. Pyramids have ascore value of eight points, thirteen points if a token is in the rightcorner scoring token space, and twenty one points if a pyramid is in theright corner of the scoring token space.

In another embodiment of the present invention, a digitally connectedpaper stock certificate and Pyramid tokens are part of every board gameto take advantage of both alternative reality (ARG) and augmentedreality (AR) game features. The game takes on 4 separate dimensions (2D,3D and 4D); both physical and non-physical through connectivity to theInternet as an internet of things connected device, alternative realitygame for player trade-offs, and a combination of real (physical board),alternate, and augmented through an online, open community that empowersthe creative class to create both physical and digital game pieces.

The board game will issue a Stock Certificate as shown in FIG. 15 “withnominal value” example 0.0000000001, but will increase in value once itis activated by placing the 3 pyramid tokens in their respective areason the stock certificate that is printed with conductive inks; wherebythat action completes a live circuit and both the game board and stockcertificate may be registered online, through independent webnodes/ledgers on block chain technology with a cryptography key code,such as a software code, or encrypted code and algorithms that will makethe user a client, partner, community, or club member of Freemind Rules,or any Brand, Name, and affiliation with the board game to verify thevalue or trades during gameplay of the Freemind Board Game.

Stock certificates may be printed in conductive ink, connected toInternet through the use of the token game pieces on a pattern in thedocument for which that specific and particular pattern will complete anelectrical circuit, the circuit is then given a software activationcryptography code to activate via a designated algorithm for the stockcertificate, game board, and token pieces, to the internet via embeddedmicroprocessors on the aforementioned pieces or combinations thereof.

Each token may have a different arrangement and or embeddedmicroprocessor and cryptography algorithms that will complete a specificcircuit pattern and activate the stock certificate in order to for it tobe registered online. Any of the tokens may now be ascribed value-at thediscretion of the player, and such tokens can be tagged to tangibles andintangibles real or imagined currency, items, tasks, can be used forfuture tradeoffs. The user can ascribe value to each token orcombination of tokens through any platform-web/mobile/Internet platform.Once the stock and the tokens have been registered, it is up to theowner to physically trade away original tokens.

It is the goal of the inventor to make the board game a connected devicethrough the Internet by a series of microprocessors, (such as BLUETOOTHLE (low energy) with microcomputers such as micro RASPBERRY PI/and or,ARDUINO or other) plus the use of conductive inks or solar cells and aconnection through mobile technology to make the game playable in boththe physical and electronic digital world through the process ofutilizing “conductive inks” and or other material that produce theappropriate electrical transfer properties necessary to complete theelectrical circuit process.

The purpose of this function of the game is to connect the physical gameto an electrical, visual, and online community where the tradeofffeatures can be traded outside the physical space. This game featurewill result in global loyalty by adding value to the purchase, gameplay, interaction, and function of the game for player tradeoffs.

As a first consideration of connecting the game, a hardware connectionvia software code, encrypted code or other of the stock certificate willproduce the intended results of the board game transforming into aconnected device through physical, non-physical, encrypted andindividualized/personal game board with verification through softwarebuilt on top of “Block-chain” technology of personal and subjectivevalues and device identities; and as such and creating a record forfuture tradeoffs on through an internet platform on Block-chain or otherdistributed ledger technology with both similar or distinct attributes.

The inventor believes that connecting a stock certificate printed inconductive ink, using the tokens and board pieces as part of the stockcertificate, in any or a distinctive pattern, to create an identity forthe board game, whereby actions, or trades contents can be verifiedthrough cryptographic algorithm on a Block-chain or other similar(distributed ledger) technology may add value to the “stockowner”/player is a process, of gameplay that is novel and non-obvious.The certificates in this regard become part of the overall distributedledger for the instance of both the board game apparatus and theverification of board game trades during gameplay.

Thus, it is appreciated that the optimum dimensional relationships forthe parts of the invention, to include variation in size, materials,shape, form, function, and manner of operation, assembly and use, aredeemed readily apparent and obvious to one of ordinary skill in the art,and all equivalent relationships to those illustrated in the drawingsand described in the above description are intended to be encompassed bythe present invention.

Furthermore, other areas of art may benefit from this method andadjustments to the design are anticipated. Thus, the scope of theinvention should be determined by the appended claims and their legalequivalents, rather than by the examples given.

1. A gaming apparatus comprising: a game board having eight rows and tencolumns; two dice with distinct numerical design; five totem playerpieces with spaces for cards consisting of: one Freemind totem; threeenergy totems; one heart totem for each team; ten tokens; and threepyramid tokens.
 2. The apparatus of claim 1, wherein the game board iscomprised of: two Freemind lanes of eight spaces each on opposing sidesof the board; two labeled safety zones of three spaces each where allother players are safe from capture; three vortex spaces where fourplayer spaces and four token space converge into one large centralblock; in each of the opposing rows there are five colored token spaces,and five clear token spaces.
 3. The apparatus of claim 2, wherein thecolored blocks are for scoring, and the clear blocks are for capturing.